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Roadmap

Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.

Core 2 / 20

Definitions

Items, NPCs, objects, and spawns from the cache, then the behaviour on top.

78% 25 done · 3 building · 6 planned

Items

  • Item compositions from cacheDoneObjTypeIndex loads stackable, wearpos, category, cert/placeholder, weight, params from rev-239 OBJ.
  • Item examine textDone
  • Equip / unequip rules and slotsDoneWearpos from ObjType + equipment-stats; varbit 357 from weapon-categories sidecar (not OBJ category).
  • Ground item drop / pickupDoneNPC death drops are private to the killer briefly, then public, then despawn.
  • Stackable / noted behaviourDoneInventory/Bank/store grants respect ObjType.stackable; notes still via cert links.
  • Item options (eat, bury, rub, etc.)DoneEat cooked fish/bread and bury bones from the inventory primary op.
  • Equip and use requirementsDone
  • Charged / degraded itemsPlanned
  • Use item on item / object / NPC0/3 done · 3 building
    • Use item on inventory itemBuildingTinderbox on normal, oak, and willow logs.
    • Use item on objectBuildingRaw fish on Lumbridge range / fire for cooking.
    • Use item on NPCBuildingOPNPCU/OPNPCT decode, approach, alpha router plumbing.
  • Cosmetic overrides (later)Planned

NPCs

  • NPC compositions from cacheDone
  • Spawn packsDone
  • NPCs visible and tracked in rangeDone
  • Combat stats / aggression tables2 / 2 done
    • Cow and goblin melee tablesDoneHP, stats, flinch, respawn, chase-in-combat.
    • Combat tables for more Lumbridge / Misthalin NPCsDoneMan/woman, chicken, goblin 3028+, imp; bones/feather/coin drops.
  • Drop tablesDoneModular tables: cows drop bones/beef/hide; goblins drop bones and chance coins.
  • Attack / block / death animsDoneHitmarks, headbars, attack/defend/death sequences, and face-on-hitsplat for Lumbridge cows and goblins.
  • NPC walking and roam2 / 2 done
    • In-combat chase walkDoneHigh-res walk opcodes toward the player while fighting.
    • Idle roam when not in combatDonePassive cows wander within 3 tiles of spawn; engaged NPCs skip roam.
  • Respawn timersDoneDeath anim plays, then despawn; respawn on the def timer.
  • Pets / followersPlanned

Objects (locs)

  • Loc examineDone
  • Loc option dispatchDoneChop, bank, deposit box, doors, and climb.
  • Doors / gatesDoneWalk-through doors; Fred farm fence gates and cottage doors open/close with collision.
  • Ladders / stairsDoneLumbridge castle spiral + legacy stair ids; sheep-pen stile climb-over.
  • Loc visual changes (tree stumps, etc.)DoneStumps/fires; farm gate/door LOC_DEL + LOC_ADD_CHANGE swings.
  • Gathering nodes3 / 3 done
    • Trees (woodcutting)Done
    • Rocks (mining)DoneCopper–runite rock locs with depletion and respawn overlay.
    • Fishing spotsDoneLumbridge saltwater and freshwater spots.
  • Agility obstaclesPlanned
  • Stalls / chestsPlanned
  • Farming patchesPlanned